Unity3D游戏开发(六):人物运动及攻击连击
发表于2017-09-13
提要
下面给介绍利用Unity3D游戏开发引擎实现一个简单人物控制器,包括用w,a,s,d来控制人物上下左右跑动,鼠标左击发出连招,都是基于老的lagacy的动画。虽然unity3d自带有charactorcontroller,但是并不是很好用,所以人物控制相关的全部自己来实现。先上效果图:
场景搭建
首先下载这个package,里面包含了人物的动作还有地面的模型。将人物和地面都拖进场景中。这里的模型默认的动画模式是lagacy,不用修改。模型有点偏小,改变模型的scale值为10.最好不要改源文件的scale的scale factor,可能会出现骨骼错位的问题。
接下来给摄像机添加一个天空盒组件,添加一个unity自带的天空盒就好。
对于人物还要添加几个component:
添加Rigdbody来控制人物,选择IsKinematic,这样角色就不会被外力影响。加了CapsuleCollider让角色 不掉下去。HeroController用来控制角色的运动和打斗,下面会说。
角色行走
思路很简单,通过wasd获得行走的方向,然后对应控制角色的位移就可以了,不过在变向的时候要注意角色的平滑转身。
首先定义 一个 枚举变量,为角色可能的状态。
- public enum ActionState
- {
- Attack_1,
- Attack_2,
- Attack_3_1,
- Attack_3_2,
- Attack_3_3,
- Attack_4,
- Fire,
- Jump,
- Run,
- Idle
- }
- private ActionState actionState = ActionState.Idle;
Animate函数来根据角色的状态播放对应的动画
- void Animate()
- {
- float delayTime = -0.1f;
- switch (actionState) {
- case ActionState.Attack_3_1:
- delayTime = -0.1f;
- playerAnimation.CrossFade("Attack3-1", 0.15f);
- currentAnimationClip = playerAnimation["Attack3-1"].clip;
- break;
- case ActionState.Attack_3_2:
- delayTime = -0.1f;
- playerAnimation.CrossFade("Attack3-2", 0.15f);
- currentAnimationClip = playerAnimation["Attack3-2"].clip;
- break;
- case ActionState.Attack_3_3:
- delayTime = -0.1f;
- playerAnimation.CrossFade("Attack3-3", 0.15f);
- currentAnimationClip = playerAnimation["Attack3-3"].clip;
- break;
- case ActionState.Attack_4:
- delayTime = -0.1f;
- playerAnimation.CrossFade("Attack4", 0.15f);
- currentAnimationClip = playerAnimation["Attack4"].clip;
- break;
- case ActionState.Idle:
- playerAnimation.CrossFade("Idle", 0.35f);
- currentAnimationClip = playerAnimation["Idle"].clip;
- break;
- case ActionState.Jump:
- playerAnimation.CrossFade("Jump", 0.15f);
- currentAnimationClip = playerAnimation["Jump"].clip;
- break;
- case ActionState.Run:
- playerAnimation.CrossFade("Run", 0.15f);
- currentAnimationClip = playerAnimation["Run"].clip;
- break;
- case ActionState.Fire:
- playerAnimation.CrossFade("Fire", 0.15f);
- currentAnimationClip = playerAnimation["Fire"].clip;
- break;
- default: break;
- }
- //Switch to default if an animation is almost over
- if (playerAnimation[currentAnimationClip.name].time > (playerAnimation[currentAnimationClip.name].length delayTime)){
- actionState = ActionState.Idle;
- currentAnimationClip = playerAnimation["Idle"].clip;
- }
- }
在update函数中添加对应的逻辑函数:
- // Update is called once per frame
- void Update () {
- float h = Input.GetAxis("Horizontal");
- float v = Input.GetAxis("Vertical");
- MovementManagement (h, v);
- Animate ();
- }
MovementManagement函数就是根据输入处理角色行走的
- void MovementManagement(float horizontal, float vertical)
- {
- if(horizontal != 0f || vertical != 0f)
- {
- Rotating(horizontal, vertical);
- actionState = ActionState.Run;
- moveDirection = new Vector3(horizontal, 0.0f, vertical);
- rigidbody.MovePosition(rigidbody.position speed * moveDirection * Time.deltaTime);
- }
- }
平滑转身函数(参考Unity官网的toturial)
- void Rotating(float horizontal, float vertival)
- {
- Vector3 targetDirection = new Vector3 (horizontal, 0f, vertival);
- // Create a rotation based on this new vector assuming that up is the global y axis.
- Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
- // Create a rotation that is an increment closer to the target rotation from the player's rotation.
- Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
- // Change the players rotation to this new rotation.
- rigidbody.MoveRotation(newRotation);
- }
由于这里是简单的平地,所以处理起来比较简单。当需要控制角色在复杂的地形上行走的时候,比如山川丘陵,就需要角色在Y方变化了。这个时候只需要勾选角色的rigidbody component的 use gravity,然后限制rigidbody的x,z方向的移动了,x,z方向的移动要完全靠脚本来处理。
角色连击
首先来思考一下逻辑。角色初始值状态是Idle,此时按下攻击,发连招的第一招,如果玩家继续按的话就进入第二招,依次类推,如果中途停下的话,就还是回到Idle状态。这是最简单的单线连招的逻辑,没有考虑打断,多连等情况,代码实现如下:
- void AttackLogic()
- {
- if (Input.GetButtonDown ("Fire1"))
- {
- if(actionState != ActionState.Attack_3_1 && actionState != ActionState.Attack_3_2
- && actionState != ActionState.Attack_3_3&& actionState != ActionState.Attack_4)
- {
- Debug.Log ("Fire");
- actionState = ActionState.Attack_3_1;
- }
- else if(actionState == ActionState.Attack_3_1 && playerAnimation[currentAnimationClip.name].time > 1.0f)
- {
- actionState = ActionState.Attack_3_2;
- }
- else if(actionState == ActionState.Attack_3_2 && playerAnimation[currentAnimationClip.name].time > 1.0f)
- {
- actionState = ActionState.Attack_3_3;
- }
- else if(actionState == ActionState.Attack_3_3 && playerAnimation[currentAnimationClip.name].time > 1.0f)
- {
- actionState = ActionState.Attack_4;
- }
- /*else if(actionState == ActionState.Attack_3 && playerAnimation[currentAnimationClip.name].time > 2.0f)
- {
- actionState = ActionState.Idle;
- }*/
- }
- else if(Input.GetButtonDown ("Jump"))
- {
- actionState = ActionState.Jump;
- }
- else if(Input.GetButtonDown ("Fire2"))
- {
- actionState = ActionState.Fire;
- //if (currentSkill==null)
- }
- }
运行一下,就可以实现最开始的那个效果了。